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The attributes of your character apply bonuses or penalties to everything from combat to skill checks to Force powers. Check each attribute to see what aspects of game play it can affect.
Attribute points are allocated by selecting an attribute and using the arrows to scroll sideways and add or subtract points.

At character generation each of the six physical attributes is at 8, with 30 points to allocate between them. Any attribute can be increased to a maximum of 18 at this time, but beyond 14 there are increased point costs:

Attribute 9 10 11 12 13 14 15 16 17 18
Point cost +1 +1 +1 +1 +1 +1 +2 +2 +3 +3
Total 1 2 3 4 5 6 8 10 13 16

Characters are awarded an additional attribute point every fourth level (4, 8, 12 and so on). These are not subject to the increased point costs which apply at character generation.

However, it is not the attribute itself which is important but its modifier, which equals (attribute - 10) / 2, rounded down:

Attribute 8 10 12 14 16 18
Modifier -1 0 +1 +2 +3 +4

Consequently it is normally a waste if an attribute is an odd number after all points and bonuses from equipment, stimulants, Force powers and any light or dark side mastery is taken into account.

Strength[edit]

Strength measures physical power. A high Strength adds modifiers to melee damage and chance to hit, which is important for characters that use close-combat weapons (vibroblades, lightsabers).

Strength modifier (STR) adds to the following:

The damage bonus granted by a character's Strength modifier varies depending on the melee weapon(s) or lightsaber(s) equipped:

Weapon(s) Unarmed or
Stun baton
One Two Double-Bladed
Main hand Off hand Main hand Off hand
Damage bonus STR 1.5 STR STR 0.5 STR 1.5 STR 0.5 STR

For example, a character with 20 Strength (STR +5) would be granted the following damage bonuses:

  • +5 when unarmed or equipping a stun baton
  • +7 (1.5 * 5) when equipping one melee weapon or lightsaber
  • +5 main hand and +2 (0.5 * 5) off hand when equipping two melee weapons or lightsabers
  • +7 main hand and +2 off hand when equipping a double-bladed melee weapon or lightsaber

For some reason, 0.5 STR is also added to off hand damage when using blaster pistols: although not added to damage displayed on the Equip screen, it is listed in the Combat log's Damage Breakdown, which sums correctly and matches both floating numbers and actual damage inflicted.

Dexterity[edit]

Dexterity measures agility and reflexes. A high Dexterity adds modifiers to ranged attack rolls (blasters) and increases a character's Defense, making them harder to hit.

Dexterity modifier (DEX) adds to the following:

Constitution[edit]

Constitution represents health and resiliency. A high Constitution adds modifiers to the vitality points gained at each level-up. Constitution also determines what types of implants the character can equip. This attribute is important for all classes.

Constitution modifier (CON) adds to the following:

Vitality can regenerate every 6 seconds, but how much also depends on whether or not the character is engaged in combat:

Constitution 8 10 12 14 16 18 20
Modifier -1 0 1 2 3 4 5
Combat -0.3 0 0.3 0.6 0.9 1.2 1.5
No Combat 0.7 1 1.3 1.6 1.9 2.2 2.5

Which implants a character can equip are also determined by that character's minimum Constitution (not including bonuses from other equipment, stimulants, Force powers and mastery):

Minimum Constitution
12 14 16 18
Packages

Implants

Systems

D-Packages

Implants listed above the line can be created using a Lab Station with sufficient Treat Injury rank and Chemicals; those listed below can only be bought or found.

However, if an implant is selected for a reward, merchant or container inventory then the chance of each subtype being selected is determined by your character's maximum Constitution (including bonuses):

Constitution Modifier Package Implant System D-Package
< 12 < 1 Yes No No No
12-13 1 2/3 1/3 No No
14-15 2 2/5 2/5 1/5 No
16-17 3 2/7 2/7 2/7 1/7
> 17 > 3 1/4 1/4 1/4 1/4

So only Packages can be selected with less than 12 Constitution, but all four subtypes have equal chance of being selected with 18 Constitution or more.

Intelligence[edit]

Intelligence represents knowledge and reasoning. A high Intelligence adds modifiers to the number of points a character has to spend on essential skills.

Intelligence modifier (INT) adds to the following:

Skill points granted upon level up are determined by a character's permanent Intelligence modifier (bonuses from other equipment and Force powers not included). It is recommended to only allocate points to Intelligence upon character generation to maximize skill points granted at that time, and upon level up:

Character generation
Class Jedi Guardian Jedi Sentinel Jedi Consular
Skill points (1+INT) * 4 (3+INT) * 4 (2+INT) * 4
Level up
Skill points
1 + INT 2 + INT 3 + INT 4 + INT

Characters are always granted at least four skill points at character generation, and at least one on level up:

Minimum
Intelligence
Skill points
1 + INT 2 + INT 3 + INT 4 + INT
8 1 1 2 3
10 1 2 3 4
12 2 3 4 5
14 3 4 5 6
16 4 5 6 7
18 5 6 7 8

Wisdom[edit]

Wisdom represents willpower and perception. A high Wisdom adds modifiers to Jedi Force Points and Force Power saving throws. The Force Powers of a Jedi with high Wisdom are also much harder to resist.

Wisdom modifier (WIS) adds to the following:

Charisma[edit]

A high Charisma increasing the potency of a character's Force Powers. It also reduces the penalty when using Force Powers of an opposing alignment (a light side character with a high Charisma can use dark side powers with less of a penalty), and a high Charisma also improves your companions' chance to hit. Finally, Charisma influences a character's Persuade skill.

Charisma modifier (CHA) adds to the following:

Player Charisma Modifier is normally added to the attack rolls of party members, but a negative modifier results in a penalty. The Attack Breakdown in the Combat section of the Journal's Messages Log displays this accumulating with each attack in a combat round:

Attack in round 1 2 3 4 5
Player Charisma Modifier 1 * CHA 2 * CHA 3 * CHA 4 * CHA 5 * CHA

However, according to the total it's correctly added just once to each attack.

Charisma modifier can also reduce the Force point cost of Force powers of opposing alignment, as each CHA +1 reduces the adjustment by 5%:

Alignment Charisma
Light side Dark side < 12 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
100 0-9 75% 70% 65% 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0%
80-99 10-29 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0%
60-79 30-49 25% 20% 15% 10% 5% 0%

For example, Heal is a light side power that normally costs 52 Force points for a dark side character with no positive Charisma modifier who has achieved mastery, since its base cost (30) is subject to an adjustment increasing it by 75% (+22). However, if that character has 20 Charisma (CHA +5), the adjustment is reduced by 25% (5*5%) to 50%, resulting in 45 (30+15) cost per use.